I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2.2 KiB
Baked GI Node
Description
Provides access to the Baked GI values at the vertex or fragment's position. Requires Position and Normal input for light probe sampling, and lightmap coordinates Static UV and Dynamic UV for all potential lightmap sampling cases.
Note: The behavior of this Node is undefined globally. Shader Graph does not define the function of the node. Instead, each Render Pipeline defines what HLSL code to execute for this Node.
Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. A Node might be defined in one Render Pipeline and undefined in the other. If this Node is undefined, it returns 0 (black).
Unity Render Pipelines Support
- High Definition Render Pipeline. Although, this Node does not work in a Shader Graph that targets HDRP's Unlit Master Node.
- Universal Render Pipeline
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
Position | Input | Vector 3 | Position (world space) | Mesh vertex/fragment's Position |
Normal | Input | Vector 3 | Normal (world space) | Mesh vertex/fragment's Normal |
Static UV | Input | Vector 2 | UV1 | Lightmap coordinates for the static lightmap |
Dynamic UV | Input | Vector 2 | UV2 | Lightmap coordinates for the dynamic lightmap |
Out | Output | Vector 3 | None | Output color value |
Controls
Name | Type | Options | Description |
---|---|---|---|
Apply Lightmap Scaling | Toggle | True, False | If enabled lightmaps are automatically scaled and offset. |
Generated Code Example
The following example code represents one possible outcome of this node.
void Unity_BakedGI_float(float3 Position, float3 Normal, float2 StaticUV, float2 DynamicUV, out float Out)
{
Out = SHADERGRAPH_BAKED_GI(Position, Normal, StaticUV, DynamicUV, false);
}